AI-First Pipeline for Unity.

Studios adopt AI expecting acceleration. What they get is the same bottlenecks — QA, UI, tech debt — now failing faster. We build tooling that removes the root causes, so AI can actually work.

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Tooling Hub · Roslyn, Editor, QA, uGUI Validator Engine · Tech Debt control
The blocker

Why current agents and assistants don't scale.

They solve a narrow set of tasks. They can't be chained into a pipeline. And vibe-coded internal tools only make integration harder.

Weak tool support — no native access to engine or codebase
Fragile and complex — break on edge cases, hard to debug
Not modular, not extensible — can't compose into pipelines
Vibe-coded internal tools integrate poorly, add their own debt
Bottleneck · Tech Debt

Why human code review breaks at LLM speed.

LLMs absorb the bad practices already present in a legacy codebase. Human reviewers cannot keep up with the rate of generation. Debt compounds silently.

— The past · human pipeline

Legacy code + Human dev =
Tech debt grows at speed

Review cadence roughly matches generation cadence. Bad patterns are caught in PR.

— The AI reality · naive LLM pipeline

Legacy code + LLM agent =
Tech debt multiplied by 10×

The agent learns how not to write code by looking at the legacy codebase — then reproduces exactly that. Human PR becomes the bottleneck; debt compounds.

The process problem

Human as a middleman vs. Validator talks to Agent directly.

— Human review · prompts · stale docs

01Agent generates
02Human PR · bottleneck
03Human manually corrects the agent
04Agent guesses fix

The human is a 5th wheel, ping-ponging with the bot. Every cycle loses context.

+ Agent harness · self-closing loop

01Human configures validators
02Agent acts via Tooling Hub
03Validator checks → actionable items
04Agent auto-corrects → back to 03
05✓ All checks pass

The agent closes the loop itself. Human sets the rules, not the fixes.

Product 01 · Tooling Hub

The Agent's Hands.

A single integration point. The agent gets access to coder tools, the editor, and the running game build over the network. Plugs into your pipelines.

01 · Codebase

Roslyn & proger-tooling

Access to the Roslyn compiler and coder tooling.

02 · Unity Editor

Native Editor APIs

Access to native Unity Editor APIs.

03 · Runtime Game

QA tools in the actual build

Connects to the build over the network. QA tools, debug overlays, cheat commands — the agent can test the game, not just generate code for it.

Product 02 · Validator Engine

Spot the pattern. Configure. Let the agent fix.

01 · Spot

Human finds a bad pattern

Notice recurring debt in the codebase.

02 · Rule

Add a diagnostic rule

Configure the Validator to detect it.

03 · Fix

Agent auto-corrects all instances

Every match is fixed. Dashboard tracks the result.

Tech Debt Dashboard

5 violated last 30 days
Diagnostics
38
Passing
31
Violated
5
Trending up
2
Performance test regression12+4
Business logic in UI layer8+2
!Scene validator: missing refs50
Game config schema mismatch0-3
Code convention #1: naming0-6
Code convention #2: structure0-2
Acceptance test failures0-1
Bottleneck · UI

Reverse-engineer the screen, assemble in uGUI.

Layout handoff is the third chronic bottleneck. Agents reverse-engineer layout and behaviour from videos or screenshots and assemble it in uGUI — or your custom UI framework — bounded by your conventions and tooling.

The Agent does the layout work.

01Input: video / screenshot / mock
02Reverse-engineer hierarchy
03Generate uGUI prefabs
04Conventions + tooling enforce rules
05✓ Ready